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Ruinsberg Defense Line

Mini-Guide

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Poll: Ruinsberg Defense Line (23 members have cast votes)

Was this min-guide helpful?

  1. Yes, grealty! (10 votes [43.48%])

    Percentage of vote: 43.48%

  2. Yes, slightly. (10 votes [43.48%])

    Percentage of vote: 43.48%

  3. No, but newbies could learn something. (3 votes [13.04%])

    Percentage of vote: 13.04%

  4. No, it's totaly useless. (0 votes [0.00%])

    Percentage of vote: 0.00%

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Yamaxanadu #1 Posted May 02 2012 - 03:41

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Ruinsberg positioned as mixed map (it has enclosed and protected area and open terrain) by developers. But in reality it's closed map. Why? It is very simple: closed maps have almost no use of low tier tanks. And sadly Ruinsberg is one of those maps where it is hard to utilize small fries. Additionally this map have only to major tactics with minor differences: push and counter-offensive push. The key position on this map is central street that divide map roughly in halves. But to achieve victory you no need to own it, just controlling is fine.

BASE I


Sadly, there is no exploitable active scout position for Base I. All because of structures near enemy base that limit your line of vision. But you can use it to your advantage for spot-&-run scouting if you drives something very fast and agile (like T-50 or T-50-2) or fast and more-less resilient (like T-54). It's dangerous but active scouts must learn it or they will be useless.

Green square is one of the best places for passive scouting of intersection: you are more-less invisible from both )-shaped avenue and hill village. Basically it can be used if no heavy tank of your team moves to protect avenue but you have TDs on the northern line to cover intersection. Orange square is "SPGs spotter" place if enemy prefer to defend his eastern flank ignoring hill village. Most of targets you can spot from here are spotted after they fire at you allies.

Green dots are defense points where you have best chances to repel any attack (as long as they do not outnumber you or overpower you by great degree). But they are quite open for SPGs if you are not careful. The battle in the town is decided by patience. Orange dot is "win-or-lose" position. If your can get a hold of the hill village you can easily obliterate enemy easter defenses and go straight for the enemy base... Or help with central street. Sometimes it's very useful to send decent moving high tier heavies to get hill village from enemy mediums. Sending TDs can help too. Red dots are tricky positions that is tempting to take but they give you no advantage... Instead it's more easy to pincer you there.

A - place SPGs there to strengthen your flanks and provide decent fire support. Beware of fast mover so...

BASE II


Blue circle is your active scout position for the first 2-3 minutes. You can reveal almost all enemy units on eastern side of the map, especially enemy SPGs right on their base. If you can't spot SPGs there there are three options: 1 - enemy SPGs move to town area to support their teammates directly (can be quite a nasty surprise); 2 - enemy SPGs hide behind structures near their base; 3 - they just small enough to hide in bushes (yes, the most obvious one).

Green square on your side of map is good position to spot "wanna-be-active-scouts" that usually rush through hill village. Of course you can hide there powerful TD or some vehicle to detrack them. Usually you see overconfident high tier mediums or AMX 13 XX series from that spot. Other green square is used after you gain control of the hill village and you have time to carefully wipe out some resistance on )-shaped avenue.

Place you tanks on green dots position to form more-less solid line of defense. If enemy push is too powerful it's possible to withdraw from these positions to other (which ones greatly depends how fast enemy can push you). All green dot positions are open for enemy SPG fire. Orange dot is like for Base I "win-or-lose" factor in battle. Get hold of it and you can dominate over 3/4 of the map. Never move your tanks to red dots since they are really hard to hold against more-less organized enemy.

A - place SPGs there to strengthen your flanks and provide decent fire support. Position at the south-west corner is more versatile since you can limitedly support allies on eastern part of the map.

There is one new interesting trend on RU-server. Both teams try to get into pockets on central street to control it. The advantages of such tactic is that you can control completely all central street. Disadvantage is that you need to use powerful tanks for it which means that enemy can try to eliminate others leaving your as the last dish since once you get there you almost always can't get out. Of course... If enemy have really fast and agile tanks they could ignore you and go for your base.

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MrSuicide #2 Posted May 02 2012 - 03:45

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I approve of this! Good job writing this and presenting it in the utmost simplest fashion that you can. Hopefully, new players can gain knowledge from this Thread about this specific Map!

Whee #3 Posted May 02 2012 - 03:45

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Join us... http://forum.worldof...26#entry1829726

:3

Yamaxanadu #4 Posted May 02 2012 - 03:50

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Added poll for statistics.

NemesisStar #5 Posted May 02 2012 - 03:50

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+1 good work.

Whee #6 Posted May 02 2012 - 03:51

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Wow! Thanks for the thread! I learned a lot more from this!  :Smile_honoring:

Yamaxanadu #7 Posted May 02 2012 - 04:00

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View PostWhee, on May 02 2012 - 03:51, said:

Wow! Thanks for the thread! I learned a lot more from this!  :Smile_honoring:
When I look at your avatar I kind of doubt it.

Whee #8 Posted May 02 2012 - 04:04

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View PostYamaxanadu, on May 02 2012 - 04:00, said:

When I look at your avatar I kind of doubt it.

Take it as a compliment ;)

CaguamaMkII #9 Posted May 02 2012 - 04:42

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:Smile_great:

GotTank #10 Posted May 02 2012 - 17:59

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This was a great write-up and it takes many battles to realize all this, you just saved someone a lot of time. Personally I liked the visuals and will keep your ideas in mind (most seems to go inline with what I learned by trial and error!)